//EffectMappingが呼ばれるたびにフィールド変数の値を更新する private void FieldUpdate() { //ゲーム全体に関して mapPosition.ObjectInformation(ref obstaclemap, ref charamap); turn = battleMapManager.turn; encampmentflag = battleMapManager.flagproperties; pencam = 0; eencam = 0; for (int i = 0; i < encampmentnum; i++) { if (encampmentflag[i, 2] == 0) { pencam++; } else { eencam++; } } //敵に関して enemyx = enemyStatus.posX; enemyy = enemyStatus.posY; enemyatk = enemyStatus.attack; enemydef = enemyStatus.defense; enemyhp = enemyStatus.hp; enemyhpmax = enemyStatus.maxhp; eLongRangeAttack = enemyStatus.farAttacker; enemyJob = enemyStatus.actionKind; eprotectionposx = enemyStatus.saveX; eprotectionposy = enemyStatus.saveY; //味方に関して ←{# 死亡判定に気を付けつつ #} for (int i = 0; i < 4; i++) { if (player[i] != null) { pPosx[i] = playerStatus[i].posX; pPosy[i] = playerStatus[i].posY; pAtk[i] = playerStatus[i].attack; pDef[i] = playerStatus[i].defense; pHp[i] = playerStatus[i].hp; pHpmax[i] = playerStatus[i].maxhp; for (int ti = 0; ti <= turn; ti++) { pAct[i, ti] = playerStatus[i].actionLevel[ti]; } } else { pPosx[i] = 0; pPosy[i] = 0; pHp[i] = 0; } } //結果用変数、配列に関して battlechoice = 0; battlecommand = 0; effectmap = new float[maprange[0], maprange[1]]; destination = new int[2]; attackpos = new int[2]; }
//onMouseObject,mousePosの更新 public void mouseUpdate() { Vector3 mouseWorldPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition); mousePos[0] = (int)((mouseWorldPoint.x - intercept[0]) / side); mousePos[1] = (int)((mouseWorldPoint.y * (-1) - intercept[1]) / side); if (mousePos[0] >= 0 && mousePos[0] < maprange[0] && mousePos[1] >= 0 && mousePos[1] < maprange[1]) { mapPosition.ObjectInformation(ref obstaclemap, ref charamap); // Debug.Log("onMouseObject"); if (charamap[mousePos[0], mousePos[1]] != null) { onMouseObject = charamap[mousePos[0], mousePos[1]]; } else { onMouseObject = GameObject.FindGameObjectWithTag("null"); } } else { onMouseObject = GameObject.FindGameObjectWithTag("null"); } }